﻿
using System;

using JigLibX.Collision;
using JigLibX.Physics;



namespace FXnaEngine.Physics
{
    /// <summary>
    /// Represents a Phantom version of CollisionSkin. Phantoms allow for collision detection, but allow
    /// other physics bodies to pass through them.
    /// </summary>
    public class PhantomCollisionSkin : QSCollisionSkin
    {
        public PhantomCollisionSkin(Int64 EntityID)
            : base(EntityID)
        {

        }

        public PhantomCollisionSkin(Int64 EntityID, Body owner)
            : base(EntityID, owner)
        {

        }
    }

}
